DLE-XP will now use the name tags "zname=" for Vertigo and "d2x-name" for D2X-W32 missions. D2X-W32 v1.4.34 and above will be able to use the "d2x-name" tag. The "zname" tag is already present in D2-Vertigo. This should take care of non-D2X-W32 program versions loading D2X-W32 levels and crashing when trying to display them.

Fixed: Several bugs in cube subdivision code leading to screwed up level structure, misplaced walls or D2X-W32 error messages when trying to load the level.

Fixed: Joining the current side with the closest other side would frequently lead to joining the wrong two sides.

New: Support for custom palettes. Each level of a mission can have its own palette. The level's palette file (in the mission hog file) must bear the level's name and the extension '.pal' (e.g. 'mylevel.rl2' has the palette 'mylevel.pal').

Custom palettes have to be created externally and must be imported in the hog file with a suitable program (e.g. DLE-XP).

A custom palette must at least contain 256 RGB values. Each value must fit in a single byte (8 bits), making up for 756 bytes for the palette in total.

Optionally, the palette can have a fade table consisting of 34 fade values per palette entry (34 * 256 total). Note: The fade table is required for D2X-W32!

So, if DLE-XP loads a level with a custom palette, and the palette lacks the fade table, DLE-XP will create it, and store the expanded palette in the mission's hog file when the level is saved. In other words: If you don't save the level, the expanded palette will not be stored in the mission file, which will lead to D2X-W32 using a faulty custom palette.

Fixed: If a texture was overriden by a custom texture (-> pog file) and subsequently reset to the default texture, it still had an entry in the mission's pog file (where now a copy of the default texture was stored). This led to the corresponding highres texture not being used by D2X-W32 (because custom textures take precedence).

I have finally managed to find and fix this bug where texture list scrollbar didn't work when only used textures were displayed. Well, you didn't describe the bug properly. The scrollbar gets displayed, it just doesn't work. Fixed now.